US11052310B2 - Game controller systems and methods - Google Patents

Game controller systems and methods Download PDF

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Publication number
US11052310B2
US11052310B2 US16/391,059 US201916391059A US11052310B2 US 11052310 B2 US11052310 B2 US 11052310B2 US 201916391059 A US201916391059 A US 201916391059A US 11052310 B2 US11052310 B2 US 11052310B2
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Prior art keywords
trackpad
controller
input
configuration
receiving
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US20190299094A1 (en
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Jeffrey Peter Bellinghausen
Claire Michelle Gottschalk
Eric James Hope
Jeffrey Scott Keyzer
Scott Dalton
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Valve Corp
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Valve Corp
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • A63F13/285Generating tactile feedback signals via the game input device, e.g. force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1037Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1068Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to detect the point of contact of the player on a surface, e.g. floor mat, touch pad

Definitions

  • the disclosure relates generally to controllers, for example for controlling a video or computer game, and more particularly to such controllers with improved features and characteristics.
  • Game controllers for both console and computer gaming systems are well known, and are commercially available in many different shapes and sizes, and with a wide variety of features, as well as structural and functional characteristics.
  • FIG. 1 depicts a front view of a game controller according to some aspects of the present invention.
  • FIG. 2 is a block diagram of game controller systems according to some aspects of the present invention.
  • FIG. 3 is a block diagram of game controller systems according to some aspects of the present invention.
  • FIG. 5 depicts a bottom view of a game controller according to some aspects of the present invention.
  • FIG. 6 depicts a frontal perspective view of a game controller according to some aspects of the present invention.
  • FIG. 7 depicts a front view of a game controller according to some aspects of the present invention.
  • FIG. 9 depicts a rear view of a game controller according to some aspects of the present invention.
  • FIG. 10 depicts a frontal perspective view of a game controller according to some aspects of the present invention.
  • FIG. 11 depicts exemplary button and other controller actuator bindings and mappings using a game controller according to some aspects of the present invention.
  • FIG. 12 depicts an exploded view of components comprising a game controller assembly according to some aspects of the present invention.
  • a computer readable storage medium which may be any device or medium that may store code and/or data for use by a computer system.
  • the transmission medium may include a communications network, such as the Internet.
  • FIG. 2 is a block diagram of game controller systems according to some aspects of the present invention.
  • FIG. 2 illustrates certain embodiments of a game controller 130 according to an embodiment of the invention.
  • Game controller 130 may include one or more processors 204 , memory 206 , communication interface(s) 208 , user interface 211 including output module 210 and input module 212 , and one or more communication buses 214 for interconnecting these components.
  • the communication bus 214 may include circuitry that interconnects and controls communications between system components.
  • processor 204 may provide computer processing for controller 130 .
  • Processor 204 may include without limitation any type of processor, including, but not limited to, a microprocessor, a microcontroller, a digital signal processor, a personal organizer, a device controller, and a computational engine within an appliance.
  • memory 206 may include without limitation high-speed random access memory, such as DRAM, SRAM, DDR RAM or other random access solid state memory devices; and may include without limitation non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid state storage devices.
  • Memory 206 or one or more of the storage devices (e.g., one or more non-volatile storage devices) in memory 206 , may include a computer readable storage medium.
  • memory 206 may be supplemented using portable memory storage devices 105 , such as memory cards, USB sticks, etc., that may be coupled to controller 130 via one or more interfaces 107 , such as a USB interface.
  • memory 206 or the computer readable storage medium of memory 206 may store one or more of the following programs, modules and data structures to be executed by processor 204 : an operating system 216 that includes procedures for handling various basic system services and for performing hardware dependent tasks; a network communication module 218 that is used for game controller 130 to other devices (such as, personal computing devices 120 ) via the one or more communication interfaces 208 ; a database 209 for storing game session records; a database 220 for storing records associated with one or more electronic devices which are controlled using game controller 130 ; instructions 219 for functioning as a non-console video game controller and instructions 229 for functioning as a controller for one or more electronic devices.
  • database 209 and/or database 220 may be saved in non-volatile memory in memory 206 .
  • database 209 and/or database 220 may be stored on portable memory storage device 205 , such as memory card, USB stick, etc., coupled to game controller 130 via one or more interfaces 107 , such as a USB interface.
  • Communication interface 208 enables wireless communications with one or more electronic devices and one or more personal computing devices 120 using any type of wireless communication channel capable of coupling together enabled devices.
  • This wireless communication channel may include without limitation an infrared communication link or an RF link such as a Bluetooth link.
  • communication interface 208 may provide support for a wired connection between the personal computing devices 120 and controller 130 .
  • communication module 208 may support a USB interface 107 for insertion of a USB cable for coupling game controller 130 and a user's computer on which the user wishes to play a video game.
  • output module 210 renders information to a user of game controller 130 .
  • the information may be displayed on an appropriate display device such as for example and without limitation a liquid crystal display (LCD) of a touch screen.
  • Output module 210 may allow the user to view more soft controls and more display windows for monitoring/controlling various devices.
  • Input module 212 may accept inputs from a user of game controller 130 through the use of hard keys (e.g., buttons, arrows, etc.) and/or soft keys (e.g., as implemented using a touch screen). User inputs obtained via input module 212 may be supplied to processor 204 for processing.
  • game controller 130 may provide control functionality to control one or more electronic devices, such as without limitation TV, stereo, DVD, auxiliary, etc.
  • game controller 130 may provide volume controls to turn the volume up or down on a television, channel controls to turn the channel up or down on the TV, an input selection that may allow the choice of which input to display video and sound from including, video 1, video 2, HDMI and VGA, etc.
  • Input module 212 may allow for various functions including turning directly to a channel on the TV.
  • a power selection module (not shown) may enable the user to turn TV on and off.
  • controller 130 may enable control and/or monitoring of various household devices including, light switches, heaters, air conditioners and appliances. Further, controller 130 may be used as a game controller when playing video games at one or more personal computing devices 120 .
  • FIG. 3 is a block diagram of game controller systems according to some aspects of the present invention.
  • FIG. 3 is a block diagram of an exemplary personal computing device 120 in accordance with certain embodiments of the present invention.
  • the personal computing device 120 typically includes one or more processing units (CPUs) 302 , one or more network or other communications interfaces 304 , memory 306 , and one or more communication buses 308 for interconnecting these components.
  • the communication buses 308 may include without limitation circuitry (sometimes called a chipset) that interconnects and controls communications between system components.
  • Personal computing device 120 may include a user interface 310 comprising an output (e.g. display) device 312 and an input device (e.g., keyboard) 314 .
  • memory 306 may include without limitation high-speed random access memory, such as DRAM, SRAM, DDR RAM or other random access solid state memory devices; and may include without limitation non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid state storage devices.
  • Memory 306 may optionally include one or more storage devices remotely located from the CPU(s) 302 .
  • Memory 306 , or one or more of the storage devices (e.g., one or more non-volatile storage devices) in memory 306 may include a computer readable storage medium.
  • memory 306 or the computer readable storage medium of memory 306 may store one or more of the following programs, modules and data structures: an operating system 316 that includes procedures for handling various basic system services and for performing hardware dependent tasks; a network communication module 318 that is used for connecting personal computing device 120 to other computers via the one or more communication network interfaces 304 and one or more communication networks, such as the Internet, other wide area networks, local area networks, metropolitan area networks, and so on; a client application 320 that may permit a user to interact with the personal computing device 120 and/or non-console video game 322 ; and a non-console video game 322 (or data associated therewith) that may be rendered by the client application 312 .
  • an operating system 316 that includes procedures for handling various basic system services and for performing hardware dependent tasks
  • a network communication module 318 that is used for connecting personal computing device 120 to other computers via the one or more communication network interfaces 304 and one or more communication networks, such as the Internet, other wide area networks, local area networks, metropolitan area networks, and so on
  • the video games 322 may be stored (in whole or in part) on a server (e.g., a game server) to which personal computing device 120 may be communicating using communication interface 304 and one or more communication networks, and rendered on the personal computing device 120 .
  • a server e.g., a game server
  • FIG. 4 depicts a rear view of a game controller 5 according to some aspects of the present invention.
  • One or more buttons e.g., 65 , 67 , 68 , 69
  • One or more buttons e.g., 71 , 72
  • the rear housing 11 of controller 5 is typically made of plastic as is well-known in the art, and may be ergonomically shaped, for example as shown in FIG. 4 , for a comfortable grip.
  • FIG. 5 depicts a top view of a game controller 5 according to some aspects of the present invention, showing certain control buttons ( 65 , 67 , 68 , 69 ) from the top. Some of these buttons (e.g., 65 , 68 ) are sometimes referred to as “triggers” in the art.
  • FIG. 6 depicts a frontal perspective view of a game controller 5 according to some aspects of the present invention.
  • FIG. 6 depicts the same configuration and component arrangement as FIG. 1 , but from a different angle.
  • FIG. 7 depicts a front view of a game controller according to some aspects of the present invention.
  • display screen 50 (referring to FIG. 1 ) is implemented as four sub-zones ( 50 A, 50 B, 50 C, 50 D), which may comprise separate buttons or other controllers, or may alternatively be implemented as different controllable areas within a touchscreen-type display.
  • the separate sub-zones ( 50 A, 50 B, 50 C, 50 D) may each represent a different weapon or tool that may be available for user selection while playing a computer game.
  • FIG. 8 depicts a front view of a game controller according to some aspects of the present invention.
  • FIG. 9 depicts a rear view of a game controller according to some aspects of the present invention.
  • FIGS. 8 and 9 depict the same configuration and component arrangements as in FIGS. 1 and 4 , respectively.
  • FIG. 9 depicts an interface port/connector (e.g., a USB port) along the top of the housing ( 10 / 11 ), as well an identifying logo ( 76 ) along the back surface, which may comprise a button or other controller, or an access port for opening the housing ( 10 / 11 ).
  • an interface port/connector e.g., a USB port
  • FIG. 10 depicts a frontal perspective view of a game controller according to some aspects of the present invention.
  • FIG. 10 depicts the same configuration and component arrangement as FIG. 1 , but from a different angle.
  • FIG. 11 depicts exemplary button and other controller actuator bindings and mappings using a game controller according to some aspects of the present invention.
  • FIG. 12 depicts an exploded view of components comprising a game controller assembly according to some aspects of the present invention.
  • multiple components are arranged between front housing 10 and rear housing 11 , such as trackpad/display/button template/membrane 1210 , central button (and/or display) array module 1220 , trackpad/haptics (and top buttons) module 1230 , and rear button module 1240 .
  • FIG. 13 depicts an exemplary game controller in use by a human according to some aspects of the present invention.
  • Interface cable 1310 connects controller 5 to a computer, game console, or other appropriate device.
  • Other embodiments use wireless connection technology between controller 5 and the connected device.
  • Game controllers combine the functionality of three standard Universal Serial Bus (USB) Human Interface Devices (HID): the mouse, the keyboard, and the game controller.
  • the device may be configured through software such that the various inputs (i.e., buttons, joysticks) on the physical controller may be mapped to each of these HID devices simultaneously.
  • a user may configure a controller according to aspects of the present invention such that pressing its right trigger appears to the host computer as though a left mouse-click has occurred and moving its joystick north appears to the host computer as though the ‘W’ key on a keyboard has been pressed.
  • controllers report as a USB keyboard, mouse and gamepad.
  • the controller may be dynamically re-configured each time a game is started with a custom built profile for that game. For example, in one game the triggers may be bound to left and right click, while in another game they could be pressing the Enter and Alt keys.
  • Certain controllers according to aspects of the present invention comprise two circular trackpads (e.g., trackpads 15 and 20 as shown in FIG. 1 and other figures). Driven by the player's thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. In certain embodiments, the trackpads allow higher fidelity input than has previously been possible with traditional handheld controllers, in certain embodiments approaching or surpassing that of a desktop mouse.
  • Trackpads by their nature, are typically less physical than thumbsticks. By themselves, they are typically “light touch” devices and do not offer the kind of visceral feedback that players get from pushing joysticks around. Adding more physicality to the experience is thus desirable in certain implementations. Moreover, “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), may not provide sufficient physicality in certain implementations.
  • certain controllers implement haptic feedback based on dual linear resonant actuators to provide relatively higher precision than in certain prior art implementations.
  • These small, strong, weighted electro-magnets are attached to each of the dual trackpads. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.
  • This haptic capability provides a vital channel of information to the player in certain embodiments, delivering in-game information about speed, boundaries, thresholds, textures, action confirmations, or any other events about which game designers want players to be aware.
  • the haptics-related components in certain implementations may also play audio waveforms and function as speakers.
  • buttons 50 In the center of the controller according to certain embodiments is another touch-enabled surface (e.g., item 50 as shown in FIG. 1 and other figures), this one backed by a high-resolution screen.
  • the screen allows a virtually infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.
  • this entire screen ( 50 ) itself is also clickable, like a large single button.
  • actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want.
  • Players i.e., users
  • the touch screen may work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes.
  • buttons and input zone are placed on the game controller based on frequency of use, precision required and ergonomic comfort. In certain embodiments there are a total of sixteen buttons. Half of them are accessible to the player without requiring thumbs to be lifted from the trackpads, including two on the back. In some embodiments all controls and buttons are placed symmetrically, making left or right handedness switchable via a software configuration checkbox.
  • Certain embodiments implement a legacy mode that allows the controller to present itself as a keyboard and mouse.
  • User communities may use configuration tools to create and share bindings for their favorite games. Players may choose from a list of the most popular configurations.
  • the left pad sends “WADS” events and the right pad controls the mouse.
  • Either trackpad is capable of virtualization an analog stick, trackball and mouse, and any combination of the three at any time.
  • rotation is a direct input resulting in a 1:1 motion where the camera's rotation is tightly coupled to the two-dimensional panning of the user's thumb.
  • continuous rotation is then exhibited, similar to the input that occurs when a traditional analog stick reaches the outer limit of its enclosure. This is helpful for many typical gameplay motions, such as smoothly circle-strafing or tracking an object in space.
  • a user may also perform a single flick motion which will result in their point of view quickly rotating a full 180 degrees.
  • buttons there are eight discrete buttons available to the user while the user keeps his or her thumbs on the trackpads. Face buttons like the “ABXY” buttons used in some prior art implementations are now reserved for infrequent or tertiary tasks like taunting or communication.
  • the two trackpads on controllers are fully configurable, and the two trackpads may be configured independently.
  • the right trackpad may be configured to perform a 1:1 view control mode
  • the left trackpad may be configured as a “D pad,” which is divided up into pie-shaped segments, where up-and-down correspond to traditionally used “W” and “S” keys, and left-and-right correspond to the “A” and “D” keys.
  • two trackpads may be configured to both utilize mouse mode. This effectively doubles the trackpad real-estate available to the user, allowing input to occur across a large virtual space while maintaining a high degree of precision.
  • both trackpads are configured as mouse pointers
  • they may be used to control the mouse alternately.
  • the two mouse movements get blended together, so user may move first with the left thumb and then with the right thumb, for example, which allows the user to perform a very quick walk across the display screen. This provides a comfortable way for a user to control games that need to move the mouse very precisely, and/or over large distances.
  • the left trackpad may be configured to control the camera using the arrow keys
  • the right trackpad may be configured as a 1:1 mouse pointer.
  • the bottom buttons may be configured to zoom in and zoom out.
  • this configuration facilitates a very fluid way to zoom around a map, and to zoom in and inspect a user's assets, such as in certain strategy games (e.g., Civilization 5 from Firaxis Games).
  • the game controller trackpads and buttons may be configured to facilitate playing first-person shooter games without having to enable any automatic aiming features.

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Abstract

Various game controller hardware and user interface configurations are disclosed. Some configurations may comprise two circular trackpads, driven by the player's thumbs, which may be clickable, allowing the entire surface to act as a button. Haptic feedback may be based on dual linear resonant actuators (e.g., by means of strong, weighted electro-magnets attached to each of the dual trackpads), capable of delivering a wide range of force and vibration, allowing control over frequency, amplitude, and direction of movement. The haptics-related components in certain implementations may also play audio waveforms and thereby function as speakers. In the center of the controller according to certain configurations may be another touch-enabled surface, this one backed by a display screen. In some configurations this entire screen itself may also be clickable, like a large single button. A variety of other exemplary implementations and configurations are described.

Description

PRIORITY CLAIMS AND CROSS-REFERENCE TO RELATED APPLICATIONS
This application is a continuation of and claims priority to U.S. patent application Ser. No. 14/513,703, filed Oct. 14, 2014, which claims the benefit of U.S. Provisional Patent Application No. 61/889,663, filed Oct. 11, 2013, the contents of which are herein incorporated by reference in their entirety for all purposes.
BACKGROUND OF THE DISCLOSURE 1. Field of the Disclosure
The disclosure relates generally to controllers, for example for controlling a video or computer game, and more particularly to such controllers with improved features and characteristics.
2. General Background
Game controllers for both console and computer gaming systems are well known, and are commercially available in many different shapes and sizes, and with a wide variety of features, as well as structural and functional characteristics.
It is desirable to address the current limitations in this art.
BRIEF DESCRIPTION OF THE DRAWINGS
By way of example, reference will now be made to the accompanying drawings, which are not to scale.
FIG. 1 depicts a front view of a game controller according to some aspects of the present invention.
FIG. 2 is a block diagram of game controller systems according to some aspects of the present invention.
FIG. 3 is a block diagram of game controller systems according to some aspects of the present invention.
FIG. 4 depicts a rear view of a game controller according to some aspects of the present invention.
FIG. 5 depicts a bottom view of a game controller according to some aspects of the present invention.
FIG. 6 depicts a frontal perspective view of a game controller according to some aspects of the present invention.
FIG. 7 depicts a front view of a game controller according to some aspects of the present invention.
FIG. 8 depicts a front view of a game controller according to some aspects of the present invention.
FIG. 9 depicts a rear view of a game controller according to some aspects of the present invention.
FIG. 10 depicts a frontal perspective view of a game controller according to some aspects of the present invention.
FIG. 11 depicts exemplary button and other controller actuator bindings and mappings using a game controller according to some aspects of the present invention.
FIG. 12 depicts an exploded view of components comprising a game controller assembly according to some aspects of the present invention.
FIG. 13 depicts an exemplary game controller in use by a human according to some aspects of the present invention.
DETAILED DESCRIPTION
Those of ordinary skill in the art will realize that the following description of the present invention is illustrative only and not in any way limiting. Other embodiments of the invention will readily suggest themselves to such skilled persons, having the benefit of this disclosure, and the general principles defined herein may be applied to other embodiments and applications without departing from the spirit and scope of the present invention. Thus, the present invention is not intended to be limited to the embodiments shown, but is to be accorded the widest scope consistent with the principles and features disclosed herein. Reference will now be made in detail to specific implementations of the present invention as illustrated in the accompanying drawings. The same reference numbers will be used throughout the drawings and the following description to refer to the same or like parts.
The data structures and code described in this detailed description are typically stored on a computer readable storage medium, which may be any device or medium that may store code and/or data for use by a computer system. This includes, but is not limited to, magnetic and optical storage devices such as disk drives, magnetic tape, CDs (compact discs) and DVDs (digital versatile discs or digital video discs), and computer instruction signals embodied in a transmission medium (with or without a carrier wave upon which the signals are modulated). For example, the transmission medium may include a communications network, such as the Internet.
FIG. 1 depicts a front view of a game controller 5 according to some aspects of the present invention. As shown in FIG. 1, game controller 5 comprises a front housing 10, typically made of plastic as is well-known in the art. Front housing 10 is ergonomically shaped so as to be comfortable held by a user's two hands, with the user's left thumb controlling left trackpad 15 and the user's right thumb controlling right trackpad 20. Multiple buttons (e.g., 25, 30, 35, 40, 45) may be located at various places on the front surface of controller 5, for example as shown in FIG. 1. These buttons may also include the trackpads 15, 20, themselves, as well as a central display screen 50 (which may also function as a button in certain embodiments, or may be implemented as one or more buttons with or without programmable display elements). The term “button” as used herein may refer to a mechanically actuated switch or other mechanical control device, but may also refer to any other control device that may be actuated by movement of one or more user fingers (e.g., a capacitively or inductively coupled touch screen or other control surface, a touch sensor, an electronic switch, or the like).
FIG. 2 is a block diagram of game controller systems according to some aspects of the present invention.
FIG. 2 illustrates certain embodiments of a game controller 130 according to an embodiment of the invention. Game controller 130 may include one or more processors 204, memory 206, communication interface(s) 208, user interface 211 including output module 210 and input module 212, and one or more communication buses 214 for interconnecting these components. The communication bus 214 may include circuitry that interconnects and controls communications between system components.
In certain embodiments, processor 204 may provide computer processing for controller 130. Processor 204 may include without limitation any type of processor, including, but not limited to, a microprocessor, a microcontroller, a digital signal processor, a personal organizer, a device controller, and a computational engine within an appliance.
In certain embodiments, memory 206 may include without limitation high-speed random access memory, such as DRAM, SRAM, DDR RAM or other random access solid state memory devices; and may include without limitation non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid state storage devices. Memory 206, or one or more of the storage devices (e.g., one or more non-volatile storage devices) in memory 206, may include a computer readable storage medium. In addition, according to certain embodiments, memory 206 may be supplemented using portable memory storage devices 105, such as memory cards, USB sticks, etc., that may be coupled to controller 130 via one or more interfaces 107, such as a USB interface.
In certain embodiments, memory 206 or the computer readable storage medium of memory 206 may store one or more of the following programs, modules and data structures to be executed by processor 204: an operating system 216 that includes procedures for handling various basic system services and for performing hardware dependent tasks; a network communication module 218 that is used for game controller 130 to other devices (such as, personal computing devices 120) via the one or more communication interfaces 208; a database 209 for storing game session records; a database 220 for storing records associated with one or more electronic devices which are controlled using game controller 130; instructions 219 for functioning as a non-console video game controller and instructions 229 for functioning as a controller for one or more electronic devices. In certain embodiments, database 209 and/or database 220 may be saved in non-volatile memory in memory 206. Alternatively or in addition, database 209 and/or database 220 may be stored on portable memory storage device 205, such as memory card, USB stick, etc., coupled to game controller 130 via one or more interfaces 107, such as a USB interface.
Communication interface 208 enables wireless communications with one or more electronic devices and one or more personal computing devices 120 using any type of wireless communication channel capable of coupling together enabled devices. This wireless communication channel may include without limitation an infrared communication link or an RF link such as a Bluetooth link. With respect to communicating with one or more of the personal computing devices 120, in certain embodiments, additionally or in the alternative, communication interface 208 may provide support for a wired connection between the personal computing devices 120 and controller 130. For example and without limitation, communication module 208 may support a USB interface 107 for insertion of a USB cable for coupling game controller 130 and a user's computer on which the user wishes to play a video game.
In certain embodiments, output module 210 renders information to a user of game controller 130. The information may be displayed on an appropriate display device such as for example and without limitation a liquid crystal display (LCD) of a touch screen. Output module 210 may allow the user to view more soft controls and more display windows for monitoring/controlling various devices. Input module 212 may accept inputs from a user of game controller 130 through the use of hard keys (e.g., buttons, arrows, etc.) and/or soft keys (e.g., as implemented using a touch screen). User inputs obtained via input module 212 may be supplied to processor 204 for processing.
In certain embodiments, these (and other components that are not shown, such as battery or other power source, etc.) enable game controller 130 to provide control functionality to control one or more electronic devices, such as without limitation TV, stereo, DVD, auxiliary, etc. As an example and without limitation, when providing remote control functionality to control a television, game controller 130 may provide volume controls to turn the volume up or down on a television, channel controls to turn the channel up or down on the TV, an input selection that may allow the choice of which input to display video and sound from including, video 1, video 2, HDMI and VGA, etc. Input module 212 may allow for various functions including turning directly to a channel on the TV. A power selection module (not shown) may enable the user to turn TV on and off. Further, in certain embodiments, controller 130 may enable control and/or monitoring of various household devices including, light switches, heaters, air conditioners and appliances. Further, controller 130 may be used as a game controller when playing video games at one or more personal computing devices 120.
FIG. 3 is a block diagram of game controller systems according to some aspects of the present invention.
In certain embodiments, FIG. 3 is a block diagram of an exemplary personal computing device 120 in accordance with certain embodiments of the present invention. The personal computing device 120 typically includes one or more processing units (CPUs) 302, one or more network or other communications interfaces 304, memory 306, and one or more communication buses 308 for interconnecting these components. The communication buses 308 may include without limitation circuitry (sometimes called a chipset) that interconnects and controls communications between system components. Personal computing device 120 may include a user interface 310 comprising an output (e.g. display) device 312 and an input device (e.g., keyboard) 314.
In certain embodiments, memory 306 may include without limitation high-speed random access memory, such as DRAM, SRAM, DDR RAM or other random access solid state memory devices; and may include without limitation non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid state storage devices. Memory 306 may optionally include one or more storage devices remotely located from the CPU(s) 302. Memory 306, or one or more of the storage devices (e.g., one or more non-volatile storage devices) in memory 306, may include a computer readable storage medium. In certain embodiments, memory 306 or the computer readable storage medium of memory 306 may store one or more of the following programs, modules and data structures: an operating system 316 that includes procedures for handling various basic system services and for performing hardware dependent tasks; a network communication module 318 that is used for connecting personal computing device 120 to other computers via the one or more communication network interfaces 304 and one or more communication networks, such as the Internet, other wide area networks, local area networks, metropolitan area networks, and so on; a client application 320 that may permit a user to interact with the personal computing device 120 and/or non-console video game 322; and a non-console video game 322 (or data associated therewith) that may be rendered by the client application 312. In certain embodiments, the video games 322 may be stored (in whole or in part) on a server (e.g., a game server) to which personal computing device 120 may be communicating using communication interface 304 and one or more communication networks, and rendered on the personal computing device 120.
FIG. 4 depicts a rear view of a game controller 5 according to some aspects of the present invention. One or more buttons (e.g., 65, 67, 68, 69) may be located along the top surface of controller 5, and may be activated by the user's fingers, typically the user's index and/or middle fingers. One or more buttons (e.g., 71, 72) may be located along the back surface of controller 5, and may be activated by the same or other user fingers. The rear housing 11 of controller 5 is typically made of plastic as is well-known in the art, and may be ergonomically shaped, for example as shown in FIG. 4, for a comfortable grip.
FIG. 5 depicts a top view of a game controller 5 according to some aspects of the present invention, showing certain control buttons (65, 67, 68, 69) from the top. Some of these buttons (e.g., 65, 68) are sometimes referred to as “triggers” in the art.
FIG. 6 depicts a frontal perspective view of a game controller 5 according to some aspects of the present invention. FIG. 6 depicts the same configuration and component arrangement as FIG. 1, but from a different angle.
FIG. 7 depicts a front view of a game controller according to some aspects of the present invention. In exemplary FIG. 7, display screen 50 (referring to FIG. 1) is implemented as four sub-zones (50A, 50B, 50C, 50D), which may comprise separate buttons or other controllers, or may alternatively be implemented as different controllable areas within a touchscreen-type display. In the example shown in FIG. 7, the separate sub-zones (50A, 50B, 50C, 50D) may each represent a different weapon or tool that may be available for user selection while playing a computer game.
FIG. 8 depicts a front view of a game controller according to some aspects of the present invention.
FIG. 9 depicts a rear view of a game controller according to some aspects of the present invention. FIGS. 8 and 9 depict the same configuration and component arrangements as in FIGS. 1 and 4, respectively. In addition, FIG. 9 depicts an interface port/connector (e.g., a USB port) along the top of the housing (10/11), as well an identifying logo (76) along the back surface, which may comprise a button or other controller, or an access port for opening the housing (10/11).
FIG. 10 depicts a frontal perspective view of a game controller according to some aspects of the present invention. FIG. 10 depicts the same configuration and component arrangement as FIG. 1, but from a different angle.
FIG. 11 depicts exemplary button and other controller actuator bindings and mappings using a game controller according to some aspects of the present invention.
FIG. 12 depicts an exploded view of components comprising a game controller assembly according to some aspects of the present invention. In the exemplary configuration shown in FIG. 12, multiple components are arranged between front housing 10 and rear housing 11, such as trackpad/display/button template/membrane 1210, central button (and/or display) array module 1220, trackpad/haptics (and top buttons) module 1230, and rear button module 1240.
FIG. 13 depicts an exemplary game controller in use by a human according to some aspects of the present invention. Interface cable 1310 connects controller 5 to a computer, game console, or other appropriate device. Other embodiments use wireless connection technology between controller 5 and the connected device.
Game controllers according to aspects of the present invention combine the functionality of three standard Universal Serial Bus (USB) Human Interface Devices (HID): the mouse, the keyboard, and the game controller. The device may be configured through software such that the various inputs (i.e., buttons, joysticks) on the physical controller may be mapped to each of these HID devices simultaneously. For example, a user may configure a controller according to aspects of the present invention such that pressing its right trigger appears to the host computer as though a left mouse-click has occurred and moving its joystick north appears to the host computer as though the ‘W’ key on a keyboard has been pressed.
To achieve this goal, controllers according to aspects of the present invention report as a USB keyboard, mouse and gamepad. The controller may be dynamically re-configured each time a game is started with a custom built profile for that game. For example, in one game the triggers may be bound to left and right click, while in another game they could be pressing the Enter and Alt keys.
Certain controllers according to aspects of the present invention comprise two circular trackpads (e.g., trackpads 15 and 20 as shown in FIG. 1 and other figures). Driven by the player's thumbs, each one has a high-resolution trackpad as its base. It is also clickable, allowing the entire surface to act as a button. In certain embodiments, the trackpads allow higher fidelity input than has previously been possible with traditional handheld controllers, in certain embodiments approaching or surpassing that of a desktop mouse.
Trackpads, by their nature, are typically less physical than thumbsticks. By themselves, they are typically “light touch” devices and do not offer the kind of visceral feedback that players get from pushing joysticks around. Adding more physicality to the experience is thus desirable in certain implementations. Moreover, “rumble”, as it has been traditionally implemented (a lopsided weight spun around a single axis), may not provide sufficient physicality in certain implementations.
Thus, certain controllers according to aspects of the present invention implement haptic feedback based on dual linear resonant actuators to provide relatively higher precision than in certain prior art implementations. These small, strong, weighted electro-magnets are attached to each of the dual trackpads. They are capable of delivering a wide range of force and vibration, allowing precise control over frequency, amplitude, and direction of movement.
This haptic capability provides a vital channel of information to the player in certain embodiments, delivering in-game information about speed, boundaries, thresholds, textures, action confirmations, or any other events about which game designers want players to be aware. The haptics-related components in certain implementations may also play audio waveforms and function as speakers.
In the center of the controller according to certain embodiments is another touch-enabled surface (e.g., item 50 as shown in FIG. 1 and other figures), this one backed by a high-resolution screen. The screen allows a virtually infinite number of discrete actions to be made available to the player, without requiring an infinite number of physical buttons.
In certain embodiments this entire screen (50) itself is also clickable, like a large single button. Thus, in these embodiments actions are not invoked by a simple touch, they instead require a click. This allows a player to touch the screen, browse available actions, and only then commit to the one they want. Players (i.e., users) may swipe through pages of actions in games where appropriate. When programmed by game developers using an appropriate application programming interface (“API”) for each particular implementation, the touch screen may work as a scrolling menu, a radial dial, provide secondary info like a map or use other custom input modes.
In order to avoid forcing players to divide their attention between screens, in certain embodiments when a player touches the controller screen, its display is overlaid on top of the game they're playing, allowing the player to leave their attention on the game action.
In certain embodiments, buttons and input zone are placed on the game controller based on frequency of use, precision required and ergonomic comfort. In certain embodiments there are a total of sixteen buttons. Half of them are accessible to the player without requiring thumbs to be lifted from the trackpads, including two on the back. In some embodiments all controls and buttons are placed symmetrically, making left or right handedness switchable via a software configuration checkbox.
Certain embodiments implement a legacy mode that allows the controller to present itself as a keyboard and mouse. User communities may use configuration tools to create and share bindings for their favorite games. Players may choose from a list of the most popular configurations.
In legacy mode, typically no work is done within the game itself to support the game and the controller presents itself as a keyboard and mouse to the system. This allows games that were originally built to function only with a mouse and keyboard to function well with a game controller and therefore in the living room with televisions, for example. Traditionally, games have to be authored or altered to accomplish this, explicitly adding support for a new kind of input device, but game controllers and related systems according to embodiments of the present invention allow this to occur without requiring any changes to the games.
In one exemplary implementation, the left pad sends “WADS” events and the right pad controls the mouse. Either trackpad is capable of virtualization an analog stick, trackball and mouse, and any combination of the three at any time.
In certain embodiments there is momentum on the view when quick swipes are applied on the trackpads. For example, when a user's thumb is near the center of the pad, rotation is a direct input resulting in a 1:1 motion where the camera's rotation is tightly coupled to the two-dimensional panning of the user's thumb. But when the user's thumb reaches the outer ring of the pad, continuous rotation is then exhibited, similar to the input that occurs when a traditional analog stick reaches the outer limit of its enclosure. This is helpful for many typical gameplay motions, such as smoothly circle-strafing or tracking an object in space. Using the virtualized trackball and software-driven virtual momentum, a user may also perform a single flick motion which will result in their point of view quickly rotating a full 180 degrees.
In certain embodiments there are eight discrete buttons available to the user while the user keeps his or her thumbs on the trackpads. Face buttons like the “ABXY” buttons used in some prior art implementations are now reserved for infrequent or tertiary tasks like taunting or communication.
In certain embodiments, the two trackpads on controllers according to aspects of the present invention are fully configurable, and the two trackpads may be configured independently. For example, depending on the requirements of each particular implementation or game environment, the right trackpad may be configured to perform a 1:1 view control mode, while at the same time the left trackpad may be configured as a “D pad,” which is divided up into pie-shaped segments, where up-and-down correspond to traditionally used “W” and “S” keys, and left-and-right correspond to the “A” and “D” keys.
In certain embodiments, two trackpads may be configured to both utilize mouse mode. This effectively doubles the trackpad real-estate available to the user, allowing input to occur across a large virtual space while maintaining a high degree of precision. Many gameplay scenarios exist in PC games, for example, which require large mouse movements along with precise targeting. Examples of such scenarios are present in games which utilize cursor-driven drag-and-drop functionality, selection and multi-selection of units in strategy games. There are many other such examples in PC gaming, as well as in other gaming systems and environments. Playing these games with controllers according to aspects of the present invention configured in this dual-mouse mode allows users to move the cursor in required ways while keeping overall cursor travel time down.
In such embodiments in which both trackpads are configured as mouse pointers, they may be used to control the mouse alternately. The two mouse movements get blended together, so user may move first with the left thumb and then with the right thumb, for example, which allows the user to perform a very quick walk across the display screen. This provides a comfortable way for a user to control games that need to move the mouse very precisely, and/or over large distances.
In other embodiments, the left trackpad may be configured to control the camera using the arrow keys, and the right trackpad may be configured as a 1:1 mouse pointer. In this example, the bottom buttons may be configured to zoom in and zoom out. Along with the left trackpad arrow keys, this configuration facilitates a very fluid way to zoom around a map, and to zoom in and inspect a user's assets, such as in certain strategy games (e.g., Civilization 5 from Firaxis Games).
In other embodiments, the game controller trackpads and buttons may be configured to facilitate playing first-person shooter games without having to enable any automatic aiming features.
While the above description contains many specifics and certain exemplary embodiments have been described and shown in the accompanying drawings, it is to be understood that such embodiments are merely illustrative of and not restrictive on the broad invention, and that this invention not be limited to the specific constructions and arrangements shown and described, since various other modifications may occur to those ordinarily skilled in the art, as mentioned above. The invention includes any combination or sub-combination of the elements from the different species and/or embodiments disclosed herein.

Claims (17)

We claim:
1. A computing device comprising:
at least one processor; and
one or more non-transitory computer-readable media storing computer-executable instructions that, when executed by the at least one processor, cause the at least one processor to perform acts comprising:
determining a first game operated by a controller;
determining, based at least in part on the first game, a first controller configuration associated with the controller, the first controller configuration mapping:
at least a portion of a first trackpad of the controller to a first mouse input; and
at least a portion of a second trackpad of the controller to a first keyboard input;
causing performance of the first mouse input based at least in part on receiving first user input at the at least the portion of the first trackpad;
causing performance of the first keyboard input based at least in part on receiving second user input at the at least the portion of the second trackpad;
determining a second game operated by the controller;
determining, based at least in part on the second game, a second controller configuration associated with the controller, the second controller configuration mapping:
at least the portion of the first trackpad to a second keyboard input; and
at least the portion of the second trackpad to a second mouse input;
causing performance of the second keyboard input based at least in part on receiving third user input at the at least the portion of the first trackpad; and
causing performance of the second mouse input based at least in part on receiving fourth user input at the at least the portion of the second trackpad;
wherein:
the controller comprises a display disposed on a front surface of the controller and located between the first trackpad and the second trackpad;
the display is clickable to enable the display to act as a button; and
the display is configured to mechanically actuate separately from the first trackpad and the second trackpad.
2. The computing device of claim 1, wherein:
the controller is configured to perform a first action to associate the first trackpad with the first mouse input; and
the controller is configured to perform a second action to associate the second trackpad with the first keyboard input.
3. The computing device of claim 1, wherein:
the controller comprises a first haptic actuator coupled to the first trackpad and a second haptic actuator coupled to the second trackpad; and
the controller configuration further comprises:
a first response performable by the first haptic actuator based at least in part on receiving the first user input; and
a second response performable by the second haptic actuator based at least in part on receiving the second user input.
4. The computing device of claim 1, wherein:
the first trackpad is clickable to enable the first trackpad to act as a second button; and
the second trackpad is clickable to enable the second trackpad to act as a third button.
5. A method for configuring a controller, the method comprising:
determining a first game operated by the controller;
determining, based at least in part on the first game, a first configuration for the controller, the first configuration mapping:
at least a portion of a first trackpad of the controller to a first mouse input; and
at least a portion of a second trackpad of the controller to a first keyboard input;
causing performance of the first mouse input based at least in part on receiving first user input at the at least the portion of the first trackpad;
causing performance of the first keyboard input based at least in part on receiving second user input at the at least the portion of the second trackpad;
determining a second game operated by the controller;
determining, based at least in part on the second game, a second configuration for the controller, the second configuration mapping:
at least the portion of the first trackpad to a second keyboard input; and
at least the portion of the second trackpad to a second mouse input;
causing performance of the second keyboard input based at least in part on receiving third user input at the at least the portion of the first trackpad; and
causing performance of the second mouse input based at least in part on receiving fourth user input at the at least the portion of the second trackpad,
wherein:
the controller comprises a display disposed on a front surface of the controller and located between the first trackpad and the second trackpad;
the display is clickable to enable the display to act as a button; and
the display is configured to mechanically actuate separately from the first trackpad and the second trackpad.
6. The method of claim 5, wherein:
the first user input, the second user input, the third user input, and the fourth user input comprise touch input.
7. The method of claim 5, further comprising:
receiving, from a device, data representing the first configuration; and
associating the first configuration with the first game.
8. The method of claim 5, wherein:
the at least the portion of the first trackpad comprises a first portion of the first trackpad; and
the first configuration further maps a second portion of the first trackpad to a third keyboard input,
the method further comprising causing performance of the third keyboard input based at least in part on receiving fifth user input at the second portion of the first trackpad.
9. The method of claim 8, wherein:
the at least the portion of the second trackpad comprises a first portion of the second trackpad; and
the first configuration further maps a second portion of the second trackpad to a third mouse input,
the method further comprising causing performance of the third mouse input based at least in part on receiving sixth user input at the second portion of the second trackpad.
10. The method of claim 9, wherein at least one of:
the first portion of the first trackpad and the second portion of the first trackpad are of a similar size and shape; or
the first portion of the second trackpad and the second portion of the second trackpad are of a similar size and shape.
11. The method of claim 5, further comprising transmitting data associated with the first configuration to the controller, and wherein the controller is configured to perform one or more actions based at least in part on receiving the data.
12. The method of claim 5, further comprising receiving an indication associated with a user operating the controller, and wherein determining the first configuration is further based at least in part on the indication.
13. A method comprising:
receiving a first indication of a first game operable by a controller, the controller configured to receive touch input via each of a first trackpad and a second trackpad;
determining, based at least in part on the first game, a first configuration for the controller that maps:
a first mouse input to the first trackpad, and
a second mouse input to the second trackpad;
causing the controller to configure according to the first configuration;
receiving a second indication of a second game operable by the controller;
determining, based at least in part on the second game, a second configuration for the controller that maps:
a first keyboard input to the first trackpad, and
a second keyboard input to the second trackpad;
causing the controller to configure according to the second configuration,
wherein the controller is further configured to receive touch input via a display located at least partially between the first trackpad and the second trackpad, and wherein the display is configured to switch between displaying first content and displaying second content, the method further comprising:
displaying the first content on the display;
receiving an indication to display the second content; and
displaying the second content on the display.
14. The method of claim 13, wherein:
the first trackpad comprises a first area and a second area;
the first configuration maps:
the first mouse input to the first area; and
a third keyboard input to the second area; and
causing the controller to configure according to the first configuration comprises:
causing the first mouse input to be associated with the first area; and
causing the third keyboard input to be associated with the second area.
15. The method of claim 13, wherein the display comprises a first zone and a second zone, the first zone being configured to display third content associated with the first game and the second zone being configured to display fourth content associated with the first game.
16. The method of claim 13, further comprising, when the controller is configured according to the first configuration:
receiving, via the first trackpad, a first user input;
receiving, via the second trackpad, a second user input; and
generating data corresponding to the first user input and the second user input such that the controller operates in a dual-mouse mode.
17. The method of claim 13, wherein:
the display is clickable to enable the display to act as a button; and
the display is configured to mechanically actuate separately from the first trackpad and the second trackpad.
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